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Eurasian Society of Educational Research
Eurasian Society of Educational Research
Christiaan Huygensstraat 44, Zipcode:7533XB, Enschede, THE NETHERLANDS
Eurasian Society of Educational Research
Headquarters
Christiaan Huygensstraat 44, Zipcode:7533XB, Enschede, THE NETHERLANDS

'gamification of training' Search Results



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This study has experimentally tested how the introduction of simulations, adapting the experience of higher educational institutions of the United States, including the elements of gamification, in the training course Professional Foreign Language stimulates the educational activity of students at higher educational institutions of Ukraine students’ educational activity  through the involvement and creation of activity for constructive competition and cooperation, stimulation of interests and motives, maintaining cognitive attention of students and encouraging feedback. To carry out this research, a script, a methodology for arranging the simulation Coffee Import-Export Procedure was developed. To process the collected statistical information, Covariance-based Structural Equation Modeling (SEM) software, including two-way ANOVA for Mixed Measures, was used, and the Textalyzer software was used to process the answers of the experimental group’s students to the open-type questions. It was found out, that the simulation model Coffee Import-Export Procedure with elements of gamification develops value-motivational, cognitive and activity-reflective components of educational activity of students, develops self-education skills, which are included in the list of key life and career Skills of the 21st Century, moving the formation of competences of self-education from minor to dominant positions, forms the model of future professional activity of students. The scientific and practical results of this research can be used in the practice of corporate training of company’s personnel, professional training of future specialists in management, international business, organizational psychology, law, etc., as well as for the organization of professional training for people with limited access to higher professional education or for those who needs retraining.

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10.12973/eu-jer.8.3.875
Pages: 875-891
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722
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2231
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9

Scopus
15

Analysis of Training Offers on Active Methodologies for University Teachers in Spain

university teacher training training needs training offers

Lina Higueras-Rodriguez , Maria del Mar Garcia-Vita , Marta Medina-Garcia


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The current offer of training courses for university teachers is due, among other needs, to the implementation of an educational model based on student learning, promoting the use of active methodologies for their motivation and academic performance. An exploratory-descriptive and ideographic study is presented where the main technique is the analysis of content. To this end, 15 Spanish universities with the greatest prestige were analyzed according to the parameters of the Academic Ranking of World Universities (ARWU) in relation to the topics related to active methodologies and the profile of university teachers. The results show the different teacher training courses that have been carried out during the 2019/2020 academic year. We find that there are more universities that present more training of this type than others, and who this type of training is aimed at: new teachers and teachers with professional experience. The conclusions are related to the importance of the courses for the professional development of university teachers, since they should not be anchored in the same methodology, but should be open to new challenges and always taking into account the students, enhancing their motivation and academic performance.

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10.12973/eu-jer.9.3.1223
Pages: 1223-1234
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507
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1506
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4

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10

Development of Learning Methods through Songs and Movements to Improve Children’s Cognitive and Psychomotor Aspects

cognitive development psychomotor song and movement

Tri Supartini , Ivan Th. J. Weismann , Hengki Wijaya , Helaluddin


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Cognitive and psychomotor are two aspects that play an important role in children’s development, especially at the pre-school age. This study aims to create and test products in the form of learning methods with song and movement to improve children's cognitive and psychomotor aspects. This research is a research and development using 4D theory from Thiagarajan, Semmel, and Semmel. There are four phases in this research, namely the define phase, product design, product development, and dissemination. Data analysis used in this study was a qualitative and quantitative approach using instruments in the form of questionnaires, product validation sheets, and learning observation sheets. The collected data is then analyzed using two analytical techniques: (1) qualitative data with content analysis techniques and (2) quantitative data analyzed statistically with the help of SPSS. The results showed that this learning method was proven to have a level of validity, practicality, and effectiveness above the standard to improve children’s cognitive and psychomotor aspects.

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10.12973/eu-jer.9.4.1615
Pages: 1615-1633
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1340
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2635
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14

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14

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This study addresses the effectiveness of learning via educational software. Recent decades have seen the integration of technologies, which are changing teaching and transforming teachers into mediating, facilitating, and guiding figures by means of digital learning methods that serve as a major tool in schools, colleges, and universities. The current study focuses on instruction provided within the Israeli Air Force and examined the effectiveness of instruction provided via educational software in terms of learning products: Bloom’s revised taxonomy, Te’eni’s affective-cognitive model of organizational communication and the STEM model. We randomly divided the learners into three groups who studied the same topic: one group studied with the educational software only, the second with the educational software together with an instructor, and the third with an instructor who used a presentation. The learners took a test and four months later they took another test to examine the effectiveness of the instruction over time. The research results show that the recall levels and performance levels on the tests were almost identical in all groups, but in the categories of understanding and applying the addition of an instructor strongly contributed to achievements: Those who received instruction via educational software achieved the best results in the understanding category, while those who studied with an instructor who used a presentation achieved the best results on the test with regard to application of the studied material. The findings of this study can illuminate the effectiveness of using educational software in learning processes in all educational systems.

description Abstract
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10.12973/eu-jer.10.3.1139
Pages: 1137-1156
cloud_download 1291
visibility 2723
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1291
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2723
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3

Scopus
8

Treatment and Evaluation of Game as a Didactic Resource in the Communication of Teachers Through Social Networks

educational game educational resources social networks teacher training twitter

Lina Higueras-Rodríguez , Marta Medina-García , Estefanía Martínez-Valdivia


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This research presents an analysis of the value given to the game as an educational resource on social networks. The purpose of this study is to analyze the discourse on Twitter of the different educational agents (teachers and other educational professionals) to know the value given to the use of this tool and how the social network is an educational form of communication and interaction. From a qualitative methodology, a descriptive-interpretative study of the information on didactic/play strategies present in social networks is approached. The analysis is performed by the Nvivo12 software through matrices and content analysis. The results show that the game is mentioned within the speech on Twitter where it is alluded to its importance, value, application, etc. From an educational perspective, working in the classroom with the use of social networks provides some significant advantages; these networks offer interactive and effective teaching and learning tools. In addition, the integration of tools and applications. It is concluded that Twitter is an educational and formative way and where the value attributed to the game as a didactic resource is significant.

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10.12973/eu-jer.10.4.2105
Pages: 2105-2119
cloud_download 361
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361
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1469
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0

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2

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The field of education was distinctly affected by the development of information and communication technologies, as they can make education more efficient, interactive, and available. Today’s students call for new innovative educational approaches. Digital communication technologies are the organic part of their life and they are group-oriented and experienced users of these technologies. Information and communication technologies must be used in a new and more interactive way to motivate this new generation of students. One of the ways might be gamified learning. The gamification of education is an approach, which uses game practices and elements in a process of learning. Its main objective is to increase students' interest in learned topics and to motivate them to endure in learning. The gamification of the educational process is introduced in the curricula of several courses at our faculty. The paper aims to give a short overview of tools and methods of gamification of the education process. In addition to that, the implementation of gamification in our learning management system Moodle-supported business informatics course is presented.

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10.12973/eu-jer.11.2.763
Pages: 763-779
cloud_download 1446
visibility 2837
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1446
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2837
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12

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16

Game-based Learning Sustainability During Social Distance: The Role of Gamification Quality

behaviour intention gamification quality instructor characteristic student satisfaction technology anxiety

Ayatulloh Michael Musyaffi , Wiwit Apit Sulistyowati , Christian Wiradendi Wolor , Aji Ahmadi Sasmi


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Online learning is an obligation in teaching and learning activities during the Coronavirus disease (COVID-19). Game-based learning is a solution in improving student learning outcomes. This research aims to determine the level of acceptance of gamification in terms of Gamification quality (GQ), instructor characteristic (IC), and technology anxiety (TA). The target respondents were students taking information systems courses based on enterprises resources planning (ERP) Gamification. The sample used is a census. That is, the entire population is taken as a sample. A total of 93 students filled out the online questionnaire. Then, data analysis using Structural Equation Model - Partial Least Square (SEM-PLS). Student satisfaction (SS) and perceived ease of use (PEOUG) are the most influences. PEOUG is also the construct that has the most significant relationship impact, especially with the perceived usefulness (PUG). Meanwhile, two constructs do not significantly impact TA on PUG and PUG on Intention to use gamification (INTG). The obligation of students requires students to ignore the impact and function of gamification. The results of this research also show that technology acceptance model (TAM), the constructs IC, TA, and GQ have a positive effect on PEOUG. Then PUG and PEOUG can positively affect SS.

description Abstract
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10.12973/eu-jer.11.3.1289
Pages: 1289-1302
cloud_download 706
visibility 1941
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706
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1941
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12

Scopus
19

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Students' academic self-concept is a concerning concept in educational research. The purpose of this research is to examine the simultaneous influence and relationship of learning motivation, democratic parenting, and peer relations with academic self-concept in students. This is a correlational research with a cluster random sampling method used to collect data from 962 students. The result showed that learning motivation, democratic parenting, and peer relations had a partial and simultaneous relationship with students' academic self-concept. Furthermore, support from guidance and counselors, homeroom teachers, and parents is essential for students to actualize and develop their character optimally and effectively.  

description Abstract
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10.12973/eu-jer.11.3.1629
Pages: 1629-1641
cloud_download 710
visibility 1979
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710
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1979
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2

Scopus
1

Academic Failure and Dropout: Untangling Two Realities

academic failure bibliometric analysis dropouts keyword analysis systematic review

Belén Gutiérrez-de-Rozas , Elvira Carpintero Molina , Esther López-Martín


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Academic failure and school dropout, or early school leaving, are two of the situations that most concern countries and educational institutions worldwide, because of their prevalence and also their economic and social implications. Despite this prominent role that academic failure and school dropout have in societies, there seems to be no consensus on the literature on their conceptualization, definition, and relationship. Moreover, it is frequent to observe how both concepts are confused or overlap in the scientific literature and how many authors avoid defining these constructs, using them indistinctly. Therefore, this work analyses whether educational research considers them as two different concepts or if they are used indistinctly. For this purpose, 2,051 keywords from 450 articles were subjected to a systematic review and classified into the Education Resources Information Center (ERIC) thesaurus´ descriptors. The results reveal statistically significant differences in the descriptors according to the type of paper to which they correspond (academic failure or dropout). Thus, academic failure is associated with sociocultural, personal, and academic factors, while dropout is linked to employment and educational trajectories. These differences evidence that, although academic failure and school dropout refer to closely related educational problems, there are remarkable differences between them and between the treatment given to each of them in the scientific literature. Therefore, they should be considered as two different concepts. For all this, keyword analysis has proved to be a relevant element for the study of the structure of knowledge, allowing to clearly establish the differences between the two closely related concepts.

description Abstract
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10.12973/eu-jer.11.4.2275
Pages: 2275-2289
cloud_download 1342
visibility 3016
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1342
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3016
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3

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4

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This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such as Trends in International Mathematics and Science Study (TIMSS) highlight the ongoing challenges that urge the exploration of innovative educational approaches to improve science learning. This research employed gamification-assisted instruction and explored its impact on enhancing the understanding of science concepts and attitudes toward science class among fourth graders. The study adopted a quasi-experimental design and included an experimental group (ExG) that was taught using a gamification strategy and a control group (CoG) that was taught using a traditional method with a sample of 38 female elementary students from a public school in Jordan. Data were gathered using valid and reliable tools: the developed scientific concepts test and the Attitude Towards Science class measures. The ANCOVA analysis revealed that gamification significantly improves the acquisition of scientific concepts (η2=.208) and boosts a positive attitude toward science classes among elementary students (η2=.626). These findings encourage decision-makers to incorporate gamification into science teaching practices and methods.

description Abstract
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10.12973/eu-jer.14.2.485
Pages: 485-500
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181
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1000
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0

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0

Exploring Research Trends in Global Citizenship Education: A Bibliometric Study Utilizing the Scopus Database

bibliometric analysis education global citizenship education research trends scopus database

Uun Lionar , Agus Mulyana , Sapriya Sapriya , Murdiyah Winarti , Salam Mairi , Engkizar Engkizar


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Global Citizenship Education (GCE) has emerged as a significant area of research over the last decade, reflected by the substantial volume of scientific publications dedicated to the topic. However, a bibliometric analysis of GCE utilizing the Scopus database has not yet been conducted. This study addresses this gap by analyzing GCE-related articles published in Scopus-indexed journals from 2004 to 2024, employing bibliometric techniques and VOSviewer software. A total of 1,075 articles were examined. The results indicate a marked increase in publication volume since 2016, highlighting a growing interest in GCE—notably, the United States and the United Kingdom lead in publications and international collaborations. The journal Globalisation, Societies and Education is the most prolific, with 70 published articles. Prominent authors include Yemini from Israel, with 540 citations, and Goren from the United Kingdom, with 445 citations. Co-citation analysis revealed distinct research interests, ranging from multicultural perspectives and GCE curriculum development to integrating GCE in the digital era and critically evaluating its objectives and challenges. Moreover, a co-occurrence analysis of keywords identified nine primary research topic clusters, including education for sustainable development, cosmopolitanism, higher education, and international education. The insights derived from this study are crucial for scholars and practitioners engaged in GCE, as they emphasize the importance of fostering international networks and collaborative efforts while encouraging the exploration of more inclusive GCE practices in the future.

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10.12973/eu-jer.14.2.569
Pages: 567-584
cloud_download 141
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141
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548
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0

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The use of technology in education aims to improve students' problem-solving skills so that they have the skills needed by 21st century society in dealing with various kinds of challenges and problems. This study was carried out aiming to obtain the characteristics of augmented reality-based learning media for mathematics learning in student problem-solving skill, and obtain the results of the average difference in the problem-solving abilities of junior high school students. This research and development (R&D) study, employing the (Analyze, Design, Develop, Implement, and Evaluate) ADDIE model, investigated Augmented Reality (AR)-based learning media for mathematics to enhance junior high school students' problem-solving skills. The aim was to identify characteristics of effective AR media and assess their impact on problem-solving abilities. Quantitative data, collected from student problem-solving tests, were analyzed using a t-test in SPSS. The AR media featured virtual manipulation, virtual measurement tools, and real-world problem exploration. While the experimental group using AR showed a higher average problem-solving score compared to the control group using Problem-Based Learning (PBL), the difference was not statistically significant (t (df) = 0.638, Cohen's d = 0.0876). This lack of significance, despite the higher mean, is likely due to a small sample size and the limited integration timeframe, coupled with pre-existing skill variations. Future research should address these limitations to further explore the potential of AR in mathematics education.

description Abstract
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10.12973/eu-jer.14.2.645
Pages: 645-660
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146
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416
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0

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